/* Tables and Racks * Contains: * Tables * Wooden tables * Reinforced tables * Racks */ /* * Tables */ /obj/structure/table name = "table" desc = "A square piece of metal standing on four metal legs. It can not move." icon = 'icons/obj/structures.dmi' icon_state = "table" density = 1 anchored = 1.0 layer = 2.8 throwpass = 1 //You can throw objects over this, despite it's density.") var/parts = /obj/item/weapon/table_parts var/flipped = 0 var/health = 100 /obj/structure/table/proc/update_adjacent() for(var/direction in list(1,2,4,8,5,6,9,10)) if(locate(/obj/structure/table,get_step(src,direction))) var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction)) T.update_icon() /obj/structure/table/New() ..() for(var/obj/structure/table/T in src.loc) if(T != src) del(T) update_icon() update_adjacent() /obj/structure/table/Del() update_adjacent() ..() /obj/structure/table/proc/destroy() new parts(loc) density = 0 del(src) /obj/structure/rack/proc/destroy() new parts(loc) density = 0 del(src) /obj/structure/table/update_icon() spawn(2) //So it properly updates when deleting if(flipped) var/type = 0 var/tabledirs = 0 for(var/direction in list(turn(dir,90), turn(dir,-90)) ) var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction)) if (T && T.flipped && T.dir == src.dir) type++ tabledirs |= direction var/base = "table" if (istype(src, /obj/structure/table/woodentable)) base = "wood" if (istype(src, /obj/structure/table/reinforced)) base = "rtable" icon_state = "[base]flip[type]" if (type==1) if (tabledirs & turn(dir,90)) icon_state = icon_state+"-" if (tabledirs & turn(dir,-90)) icon_state = icon_state+"+" return 1 var/dir_sum = 0 for(var/direction in list(1,2,4,8,5,6,9,10)) var/skip_sum = 0 for(var/obj/structure/window/W in src.loc) if(W.dir == direction) //So smooth tables don't go smooth through windows skip_sum = 1 continue var/inv_direction //inverse direction switch(direction) if(1) inv_direction = 2 if(2) inv_direction = 1 if(4) inv_direction = 8 if(8) inv_direction = 4 if(5) inv_direction = 10 if(6) inv_direction = 9 if(9) inv_direction = 6 if(10) inv_direction = 5 for(var/obj/structure/window/W in get_step(src,direction)) if(W.dir == inv_direction) //So smooth tables don't go smooth through windows when the window is on the other table's tile skip_sum = 1 continue if(!skip_sum) //means there is a window between the two tiles in this direction var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction)) if(T && !T.flipped) if(direction <5) dir_sum += direction else if(direction == 5) //This permits the use of all table directions. (Set up so clockwise around the central table is a higher value, from north) dir_sum += 16 if(direction == 6) dir_sum += 32 if(direction == 8) //Aherp and Aderp. Jezes I am stupid. -- SkyMarshal dir_sum += 8 if(direction == 10) dir_sum += 64 if(direction == 9) dir_sum += 128 var/table_type = 0 //stand_alone table if(dir_sum%16 in cardinal) table_type = 1 //endtable dir_sum %= 16 if(dir_sum%16 in list(3,12)) table_type = 2 //1 tile thick, streight table if(dir_sum%16 == 3) //3 doesn't exist as a dir dir_sum = 2 if(dir_sum%16 == 12) //12 doesn't exist as a dir. dir_sum = 4 if(dir_sum%16 in list(5,6,9,10)) if(locate(/obj/structure/table,get_step(src.loc,dir_sum%16))) table_type = 3 //full table (not the 1 tile thick one, but one of the 'tabledir' tables) else table_type = 2 //1 tile thick, corner table (treated the same as streight tables in code later on) dir_sum %= 16 if(dir_sum%16 in list(13,14,7,11)) //Three-way intersection table_type = 5 //full table as three-way intersections are not sprited, would require 64 sprites to handle all combinations. TOO BAD -- SkyMarshal switch(dir_sum%16) //Begin computation of the special type tables. --SkyMarshal if(7) if(dir_sum == 23) table_type = 6 dir_sum = 8 else if(dir_sum == 39) dir_sum = 4 table_type = 6 else if(dir_sum == 55 || dir_sum == 119 || dir_sum == 247 || dir_sum == 183) dir_sum = 4 table_type = 3 else dir_sum = 4 if(11) if(dir_sum == 75) dir_sum = 5 table_type = 6 else if(dir_sum == 139) dir_sum = 9 table_type = 6 else if(dir_sum == 203 || dir_sum == 219 || dir_sum == 251 || dir_sum == 235) dir_sum = 8 table_type = 3 else dir_sum = 8 if(13) if(dir_sum == 29) dir_sum = 10 table_type = 6 else if(dir_sum == 141) dir_sum = 6 table_type = 6 else if(dir_sum == 189 || dir_sum == 221 || dir_sum == 253 || dir_sum == 157) dir_sum = 1 table_type = 3 else dir_sum = 1 if(14) if(dir_sum == 46) dir_sum = 1 table_type = 6 else if(dir_sum == 78) dir_sum = 2 table_type = 6 else if(dir_sum == 110 || dir_sum == 254 || dir_sum == 238 || dir_sum == 126) dir_sum = 2 table_type = 3 else dir_sum = 2 //These translate the dir_sum to the correct dirs from the 'tabledir' icon_state. if(dir_sum%16 == 15) table_type = 4 //4-way intersection, the 'middle' table sprites will be used. if(istype(src,/obj/structure/table/reinforced)) switch(table_type) if(0) icon_state = "reinf_table" if(1) icon_state = "reinf_1tileendtable" if(2) icon_state = "reinf_1tilethick" if(3) icon_state = "reinf_tabledir" if(4) icon_state = "reinf_middle" if(5) icon_state = "reinf_tabledir2" if(6) icon_state = "reinf_tabledir3" else if(istype(src,/obj/structure/table/woodentable)) switch(table_type) if(0) icon_state = "wood_table" if(1) icon_state = "wood_1tileendtable" if(2) icon_state = "wood_1tilethick" if(3) icon_state = "wood_tabledir" if(4) icon_state = "wood_middle" if(5) icon_state = "wood_tabledir2" if(6) icon_state = "wood_tabledir3" else switch(table_type) if(0) icon_state = "table" if(1) icon_state = "table_1tileendtable" if(2) icon_state = "table_1tilethick" if(3) icon_state = "tabledir" if(4) icon_state = "table_middle" if(5) icon_state = "tabledir2" if(6) icon_state = "tabledir3" if (dir_sum in list(1,2,4,8,5,6,9,10)) dir = dir_sum else dir = 2 /obj/structure/table/ex_act(severity) switch(severity) if(1.0) del(src) return if(2.0) if (prob(50)) del(src) return if(3.0) if (prob(25)) destroy() else return /obj/structure/table/blob_act() if(prob(75)) destroy() /obj/structure/table/attack_paw(mob/user) if(HULK in user.mutations) user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" )) visible_message("[user] smashes the [src] apart!") destroy() /obj/structure/table/attack_alien(mob/user) visible_message("[user] slices [src] apart!") /obj/structure/table/attack_animal(mob/living/simple_animal/user) if(user.wall_smash) visible_message("[user] smashes [src] apart!") destroy() /obj/structure/table/attack_hand(mob/user) if(HULK in user.mutations) visible_message("[user] smashes [src] apart!") user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" )) destroy() /obj/structure/table/attack_tk() // no telehulk sorry return /obj/structure/table/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group || (height==0)) return 1 if(istype(mover,/obj/item/projectile)) return (check_cover(mover,target)) if(istype(mover) && mover.checkpass(PASSTABLE)) return 1 if (flipped) if (get_dir(loc, target) == dir) return !density else return 1 return 0 //checks if projectile 'P' from turf 'from' can hit whatever is behind the table. Returns 1 if it can, 0 if bullet stops. /obj/structure/table/proc/check_cover(obj/item/projectile/P, turf/from) var/turf/cover = flipped ? get_turf(src) : get_step(loc, get_dir(from, loc)) if (get_dist(P.starting, loc) <= 1) //Tables won't help you if people are THIS close return 1 if (get_turf(P.original) == cover) var/chance = 20 if (ismob(P.original)) var/mob/M = P.original if (M.lying) chance += 20 //Lying down lets you catch less bullets if(flipped) if(get_dir(loc, from) == dir) //Flipped tables catch mroe bullets chance += 20 else return 1 //But only from one side if(prob(chance)) health -= P.damage/2 if (health > 0) visible_message("[P] hits \the [src]!") return 0 else visible_message("[src] breaks down!") destroy() return 1 return 1 /obj/structure/table/CheckExit(atom/movable/O as mob|obj, target as turf) if(istype(O) && O.checkpass(PASSTABLE)) return 1 if (flipped) if (get_dir(loc, target) == dir) return !density else return 1 return 1 /obj/structure/table/MouseDrop_T(obj/O as obj, mob/user as mob) if ((!( istype(O, /obj/item/weapon) ) || user.get_active_hand() != O)) return if(isrobot(user)) return user.drop_item() if (O.loc != src.loc) step(O, get_dir(O, src)) return /obj/structure/table/attackby(obj/item/W as obj, mob/user as mob) if (!W) return if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2) var/obj/item/weapon/grab/G = W if (istype(G.affecting, /mob/living)) var/mob/living/M = G.affecting if (G.state < 2) if(user.a_intent == "hurt") if (prob(15)) M.Weaken(5) M.apply_damage(8,def_zone = "head") visible_message("\red [G.assailant] slams [G.affecting]'s face against \the [src]!") playsound(src.loc, 'sound/weapons/tablehit1.ogg', 50, 1) else user << "\red You need a better grip to do that!" return else G.affecting.loc = src.loc G.affecting.Weaken(5) visible_message("\red [G.assailant] puts [G.affecting] on \the [src].") del(W) return if (istype(W, /obj/item/weapon/wrench)) user << "\blue Now disassembling table" playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) if(do_after(user,50)) destroy() return if(isrobot(user)) return if(istype(W, /obj/item/weapon/melee/energy/blade)) var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread() spark_system.set_up(5, 0, src.loc) spark_system.start() playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1) playsound(src.loc, "sparks", 50, 1) for(var/mob/O in viewers(user, 4)) O.show_message("\blue The [src] was sliced apart by [user]!", 1, "\red You hear [src] coming apart.", 2) destroy() user.drop_item(src) return /obj/structure/table/proc/straight_table_check(var/direction) var/obj/structure/table/T for(var/angle in list(-90,90)) T = locate() in get_step(src.loc,turn(direction,angle)) if(T && !T.flipped) return 0 T = locate() in get_step(src.loc,direction) if (!T || T.flipped) return 1 if (istype(T,/obj/structure/table/reinforced/)) var/obj/structure/table/reinforced/R = T if (R.status == 2) return 0 return T.straight_table_check(direction) /obj/structure/table/verb/can_touch(var/mob/user) if (!user) return 0 if (user.stat) //zombie goasts go away return 0 if (issilicon(user)) user << "You need hands for this." return 0 return 1 /obj/structure/table/verb/do_flip() set name = "Flip table" set desc = "Flips a non-reinforced table" set category = "Object" set src in oview(1) if(ismouse(usr)) return if (!can_touch(usr)) return if(!flip(get_cardinal_dir(usr,src))) usr << "It won't budge." else usr.visible_message("[usr] flips \the [src]!") return /obj/structure/table/proc/unflipping_check(var/direction) for(var/mob/M in oview(src,0)) return 0 var/list/L = list() if(direction) L.Add(direction) else L.Add(turn(src.dir,-90)) L.Add(turn(src.dir,90)) for(var/new_dir in L) var/obj/structure/table/T = locate() in get_step(src.loc,new_dir) if(T) if(T.flipped && T.dir == src.dir && !T.unflipping_check(new_dir)) return 0 return 1 /obj/structure/table/proc/do_put() set name = "Put table back" set desc = "Puts flipped table back" set category = "Object" set src in oview(1) if (!can_touch(usr)) return if (!unflipping_check()) usr << "It won't budge." return unflip() /obj/structure/table/proc/flip(var/direction) if( !straight_table_check(turn(direction,90)) || !straight_table_check(turn(direction,-90)) ) return 0 verbs -=/obj/structure/table/verb/do_flip verbs +=/obj/structure/table/proc/do_put var/list/targets = list(get_step(src,dir),get_step(src,turn(dir, 45)),get_step(src,turn(dir, -45))) for (var/atom/movable/A in get_turf(src)) if (!A.anchored) spawn(0) A.throw_at(pick(targets),1,1) dir = direction if(dir != NORTH) layer = 5 flipped = 1 flags |= ON_BORDER for(var/D in list(turn(direction, 90), turn(direction, -90))) var/obj/structure/table/T = locate() in get_step(src,D) if(T && !T.flipped) T.flip(direction) update_icon() update_adjacent() return 1 /obj/structure/table/proc/unflip() verbs -=/obj/structure/table/proc/do_put verbs +=/obj/structure/table/verb/do_flip layer = initial(layer) flipped = 0 flags &= ~ON_BORDER for(var/D in list(turn(dir, 90), turn(dir, -90))) var/obj/structure/table/T = locate() in get_step(src.loc,D) if(T && T.flipped && T.dir == src.dir) T.unflip() update_icon() update_adjacent() return 1 /* * Wooden tables */ /obj/structure/table/woodentable name = "wooden table" desc = "Do not apply fire to this. Rumour says it burns easily." icon_state = "wood_table" parts = /obj/item/weapon/table_parts/wood health = 50 /* * Reinforced tables */ /obj/structure/table/reinforced name = "reinforced table" desc = "A version of the four legged table. It is stronger." icon_state = "reinf_table" health = 200 var/status = 2 parts = /obj/item/weapon/table_parts/reinforced /obj/structure/table/reinforced/flip(var/direction) if (status == 2) return 0 else return ..() /obj/structure/table/reinforced/attackby(obj/item/weapon/W as obj, mob/user as mob) if (istype(W, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = W if(WT.remove_fuel(0, user)) if(src.status == 2) user << "\blue Now weakening the reinforced table" playsound(src.loc, 'sound/items/Welder.ogg', 50, 1) if (do_after(user, 50)) if(!src || !WT.isOn()) return user << "\blue Table weakened" src.status = 1 else user << "\blue Now strengthening the reinforced table" playsound(src.loc, 'sound/items/Welder.ogg', 50, 1) if (do_after(user, 50)) if(!src || !WT.isOn()) return user << "\blue Table strengthened" src.status = 2 return return if (istype(W, /obj/item/weapon/wrench)) if(src.status == 2) return ..() /* * Racks */ /obj/structure/rack name = "rack" desc = "Different from the Middle Ages version." icon = 'icons/obj/objects.dmi' icon_state = "rack" density = 1 flags = FPRINT anchored = 1.0 throwpass = 1 //You can throw objects over this, despite it's density. var/parts = /obj/item/weapon/rack_parts /obj/structure/rack/ex_act(severity) switch(severity) if(1.0) del(src) if(2.0) del(src) if(prob(50)) new /obj/item/weapon/rack_parts(src.loc) if(3.0) if(prob(25)) del(src) new /obj/item/weapon/rack_parts(src.loc) /obj/structure/rack/blob_act() if(prob(75)) del(src) return else if(prob(50)) new /obj/item/weapon/rack_parts(src.loc) del(src) return /obj/structure/rack/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group || (height==0)) return 1 if(src.density == 0) //Because broken racks -Agouri |TODO: SPRITE!| return 1 if(istype(mover) && mover.checkpass(PASSTABLE)) return 1 else return 0 /obj/structure/rack/MouseDrop_T(obj/O as obj, mob/user as mob) if ((!( istype(O, /obj/item/weapon) ) || user.get_active_hand() != O)) return if(isrobot(user)) return user.drop_item() if (O.loc != src.loc) step(O, get_dir(O, src)) return /obj/structure/rack/attackby(obj/item/weapon/W as obj, mob/user as mob) if (istype(W, /obj/item/weapon/wrench)) new /obj/item/weapon/rack_parts( src.loc ) playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) del(src) return if(isrobot(user)) return user.drop_item() if(W && W.loc) W.loc = src.loc return /obj/structure/rack/meteorhit(obj/O as obj) del(src) /obj/structure/table/attack_hand(mob/user) if(HULK in user.mutations) visible_message("[user] smashes [src] apart!") user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" )) destroy() /obj/structure/rack/attack_paw(mob/user) if(HULK in user.mutations) user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" )) visible_message("[user] smashes [src] apart!") destroy() /obj/structure/rack/attack_alien(mob/user) visible_message("[user] slices [src] apart!") destroy() /obj/structure/rack/attack_animal(mob/living/simple_animal/user) if(user.wall_smash) visible_message("[user] smashes [src] apart!") destroy() /obj/structure/rack/attack_tk() // no telehulk sorry return